Editing
The 9th Age/Tactics/Old/Infernal Dwarves
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tactics== The tactics are current as of second edition. ===Army Rules=== '''Chosen of Ashuruk''' A model with this special rule gets a few effects: *Auto passes all fear tests (still suffers -1 discipline from fear). *Models with this rule treat all models without this rule as insignificant (R&F units with this rule cannot be joined by characters without it). *Model parts without harnessed gain battle focus after the first round of combat. :This rule makes your dwarfs hard to budge and scary to be stuck in a grind with. Never forget about your battle focus, it can win you combats. '''Daemonic Infusion''' Gains magical attacks and any discipline tests forced by 25% casualties caused by this model are taken at -1 discipline. Available on some of your warmachines and big grindy things, will help them crack units. '''Opportunist''' When engaged with an enemy's flank or rear facing, models with this rule re-roll failed to-hit rolls. '''Volcanic Embrace''' Models with this rule gain magical attacks, melee attacks (including special attacks) made by this model also gain flaming attacks. At initiative step 0, all enemy models in base contact with models with this rule take a single str 4 AP 0 hit with flaming attacks. The model also autofails any fortitude saves. ===Armory=== '''Infernal Armor''' It's Plate Armour with a built in Aegis 5+ vs flaming. '''Infernal Weapon''' Hand weapon, +1 Str/AP and magical attacks. It cannot be enchanted with weapon enchantments unless noted otherwise. '''Flintlock Axe''' Shoots like a handgun but only 18" range, but no unwieldy and does not suffer any penalties to-hit during a stand-and-shoot reaction. In melee, it's a 2 handed weapon that gives +1 str. So it's a shorter ranged handgun with more flexibility and a slightly worse halberd in melee. A good all-around weapon to give a unit the tools to do anything. '''Blunderbuss''' Only 10" range, but quick to fire with march and shoot gives it a good threat range. Str 5 but no AP and no penalties to a stand and shoot reaction. For large units, successful hits can generate more hits. The short-range is the only balking point, but a strong weapon and no one will ever want to charge this unit. ===Hereditary Spell=== '''Haze of Magnesia''' A cheap spell (a wizard master can reasonably 1 die this). Gives the target flammable, permanent spell. At the end of the phase if the target suffered any hits from flaming attacks it takes d3+1 str 4 AP 0 hits and the spell then ends. An easy way to up your damage and slap more hits onto a unit.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information